SteamWorks Mod ID: 6ba7131e
This mod contains various balance changes based on various ideas of the NS2 balance team.
Join the official ns2 discord server (discord.gg/ns2) to leave feedback!
- Alien
- Fade
- Added back the auto crouch feature.
- Fade
-
Alien
- The "Heal" sound is no longer played when aliens get another shell built.
- The Umbra shader no instantly removes when umbra expires instead of slowly trickling away.
- Fade
- Blink's initial cast (when you first activate ability) will now cancel All velocity across all axis' (used to only cancel Up/Down velocity)
- Blink initial cast speed set to 16.25 (up from ~15.6)
- Removed spurs reducing Air friction for fade. Originally this reduced 0.01 air friction per spur. Fade air friction is 0.17.
- Energy regen rate of adrenaline reduced from 80% to 30%
- Blink "boost" feature (successively tapping blink ability to build up speed) now only works in the same direction your momentum is. You can't do a 180 and build up speed. The speed boost tapers based on the angle your second blink is with respect to your current momentum.
- Lerk
- BUG FIX: Increased carapace armor from 10 to 20
-
Marines
- The "Heal" sound is no longer played when marines finish an armor research.
- Supply
- Sentry Battery supply increased to 15 from 10
- Increased observatory supply to 40 from 30
- Commander
- Power Surge
- Removed damage (was 25)
- Removed "electrify" debuff (slows aliens by 25%)
- Power Surge
- Grenades
- Reduced pulse grenade damage to 50 (from 140)
- Reduced pulse grenade damage radius to 3 (from 6)
- Tweaked Shotgun:
- Removed damage falloff.
-
Alien
- The "Heal" sound is no longer played when aliens get another shell built.
- The Umbra shader no instantly removes when umbra expires instead of slowly trickling away.
- Supply
- Drifter supply reduced to 5 (from 10)
- Whip supply increased to 30 (from 5)
- Crag supply increased to 25 (from 5)
- Shift supply increased to 25 (from 5)
- Shade supply increased to 25 (from 5)
- Khammander
- New Ability: Consume. Allows a Khammander to recycle alien structures and return the supply cost. Structures do not return team resources.
- Ability is cancelled if orders are given to units that are being consumed.
- Consume ability cancels any existing orders for the unit.
- New Ability: Consume. Allows a Khammander to recycle alien structures and return the supply cost. Structures do not return team resources.
- Upgrades
- Camouflage
- Now de-cloaks completely at max speed
- Carapace
- Decreased armor bonus for skulks to 15 (from 20)
- Decreased armor bonus for lerks to 20 (from 30)
- Camouflage
- Gorge
- Webs no longer appear in the kill feed
- Lerk
- Changed hp to 190/20 from 150/45 (shifting more hp to health)
- Spikes
- Increased spread to 3.6 radius (from 3.1)
- Deceased spike diameter to 0.045 (from 0.06)
- Umbra
- Now requires biomass 6 (up from 5)
- Decreased damage reduction to 20% (from 25%)
- Decreased umbra cloud life time to 2.5 seconds (from 4)
- New Ability: Roost. When a lerk is perched on a wall, they will heal 5HP per second.
- Roost costs 10 Team resources to research
- Roost unlocked at biomass 2
- Research takes 30 seconds
- Fade
- Blink
- Blink's initial cast (when you first activate ability) will now cancel All velocity across all axis' (used to only cancel Up/Down velocity)
- Blink initial cast speed set to 16.25 (up from ~15.6)
- Removed spurs reducing Air friction for fade. Originally this reduced 0.01 air friction per spur. Fade air friction is 0.17.
- Energy regen rate of adrenaline reduced from 80% to 30%
- Blink "boost" feature (successively tapping blink ability to build up speed) now only works in the same direction your momentum is. You can't do a 180 and build up speed. The speed boost tapers based on the angle your second blink is with respect to your current momentum.
- Blink
- Onos
- Decreased base health to 700 (from 900)
- Increased biomass health bonus to 50 (from 30)
- Increase Boneshield Movement Speed to 4.5 (up from 3.3)
- Boneshield is now available on Biomass 5 (down from Bio 6)
- Cyst & Clogs
- Receive 7x direct damage from welders, flame throwers and cluster grenades (up from 2.5x)
-
Marine
- The "Heal" sound is no longer played when marines finish an armor research.
- Supply
- Sentry Battery supply increased to 15 from 10
- Increased observatory supply to 40 from 30
- Mac supply reduced to 5 (from 10)
- Armory supply reduced to 0 (from 5)
- Arc supply reduced to 25 (from 35)
- Robotics factory supply reduced to 0 (from 5)
- Commander
- Power Surge
- Removed damage (was 25)
- Removed "electrify" debuff (slows aliens by 25%)
- Power Surge
- New Ability: Dedicated Grenade Throw (soon will become "quick throw"). Default button "B" will instantly deploy and throw any grenades the marine has purchased.
- Can rebind the button in menu options.
- Button can be held to hold the cooked grenade.
- Grenades
- Cluster
- Now deals 5x damage vs. flammable structures, 2.5x vs. all other structures.
- Now sets targets on fire
- Burns away umbra, spores and bile bombs
- Nerve Gas
- Decreased cloud life time to 4.5 seconds (from 6)
- Decrease grenade max life time to 7.5 seconds (from 10)
- Pulse
- Decreased damage to 50 (from 110)
- Damage radius reduced to 3 (from 6)
- Decreased detonation radius decreased to 0.17 meter (down from 3)
- Cluster
- Machine Gun
- Decreased player target damage to 12/13/14/15 from 12/13.2/14.4/15.6
- Shotgun
- Change the spread pattern to 13 (1/5/7) pellets total with variable calibers and damage values:
- 1 pellet in the very center causing 20 dmg and a caliber of 16 mm
- 5 pellets with a center offset of 0.5 (inner ring) dealing 16 dmg and and a caliber of 16 mm
- 7 pellets with a center offset of 1.5 (outer ring) dealing 10 dmg and and a caliber of 16 mm
- Change the spread pattern to 13 (1/5/7) pellets total with variable calibers and damage values:
- Mines
- Damage type changed to Normal (from Light)
- Damage increased to 150 (from 125)
- HP increased to 50 (from 30)
- Mines should no longer detonate when killed while deploying
- Ammo and Cat Pack
- Now use the same snap radius as the med pack
- Nano shield
- Decreased snap radius to 3 m from 6
- ARC
- Damage reduced to 530 (from 630)
- Changed hp to 2600/400 fromm 3000/200 (shifting more hp to armor)
- Fixed that ARCs didn't save and restore their previous armor value properly when changing their deployment state.
- Changed ARC's radial damage falloff to use XZ distance (ignore Y (height) axis). So ARCs total damage is consistent and doesn't depend on the height of the main target's model origin.